Course Content
Chapter 1: Introduction to Computing & Computational Thinking
Description: Kicks off Year 7 by transitioning from ICT to Computer Science. Students learn what computing entails beyond using applications. They explore how to think computationally – breaking down problems and designing step-by-step solutions. This chapter reinforces problem-solving skills without duplicating Year 6 work, by diving into the concepts behind tasks they may have already done. Subtopics include: The difference between ICT (using software) and Computer Science (understanding and creating technology). The four pillars of computational thinking: decomposition, pattern recognition, abstraction, and algorithms​ stjohnsschoolcyprus.com . Real-life algorithms (e.g. recipe or daily routine) to illustrate sequencing and logical steps. Flowcharts and simple pseudocode as tools to plan out solutions. Applied Activity: Designing an algorithm for a familiar task (e.g. a simple game or making a sandwich) and drawing a flowchart to represent it. Learning Objectives: Define what computer science is and how it differs from general ICT use. Explain and apply key computational thinking terms (decomposition, patterns, abstraction, algorithms)​ stjohnsschoolcyprus.com in solving a problem. Develop a simple algorithm independently and represent it in a flowchart or pseudocode. Understand that computational thinking helps prepare for programming and problem-solving in technology. Subchapter 1.1: From ICT to Computer Science Focus: Clarifying how ICT differs from Computer Science. Content: Real-world examples showing the shift from “using tools” (ICT) to “understanding and creating tools” (CS). Why: Helps students see the big-picture purpose of studying Computer Science at Year 7 level. Subchapter 1.2: The Four Pillars of Computational Thinking Focus: Explaining decomposition, pattern recognition, abstraction, and algorithm design. Content: Simple, relatable examples (e.g., decomposing a daily routine, finding patterns in everyday tasks). Why: Ensures students grasp the core thought processes underlying all coding and problem-solving. Subchapter 1.3: Real-Life Algorithms Focus: Showing how algorithms (step-by-step instructions) apply to daily life. Content: Familiar tasks (making a sandwich, brushing teeth) that illustrate sequences and logic. Why: Builds on computational thinking by demonstrating that algorithms aren’t just for computers. Subchapter 1.4: Flowcharts and Pseudocode Focus: Introducing these planning tools as ways to represent algorithms. Content: Basic flowchart symbols, writing short pseudocode, walking through small examples. Why: Equips students with practical techniques for structuring and testing their ideas before coding.
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Chapter 2: Computer Systems – Hardware and Software
Description: Introduces the basic architecture of computer systems, building on any device familiarity from primary school. This chapter ensures students know how a computer works internally without getting overly technical. It expands on Year 6 knowledge (e.g. using tablets or PCs) by looking “under the hood” at components and system software, rather than repeating how to use them. Subtopics include: Main hardware components: input devices, output devices, CPU (processor), memory (RAM), storage (HDD/SSD) – their roles and how they work together. The difference between hardware and software; examples of system software (operating system) vs. application software. The basic fetch–execute cycle concept (how the CPU processes instructions). Overview of how peripherals connect to a computer (ports, cables, wireless). Applied Activity: Hands-on identification of components (e.g. examining an old PC or using an interactive simulation to “build” a computer) to reinforce the function of each part. Learning Objectives: Identify and describe the function of key hardware components in a computer system. Distinguish between the operating system and application software, and understand their interplay. Outline how a simple instruction is processed by the CPU and memory (at an age-appropriate level). Demonstrate understanding by assembling a basic PC setup (physically or via a simulator) and explaining how data moves through the system.
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Chapter 3: Data Representation – Binary and Media
Description: Explores how computers represent different types of information using binary code. This chapter builds on any basic binary concepts from primary (if students encountered binary puzzles) but goes further into practical representation of text and images. It avoids repetition by introducing new contexts (e.g. how their favorite songs or pictures are stored). Understanding data representation prepares students for topics like programming and networking in later years​. Learning Objectives: Explain that all data in computers (numbers, text, pictures, sound) is represented using binary digits​ Convert simple numbers from decimal to binary and vice versa. Demonstrate how text is stored by encoding a message in ASCII (e.g. writing a word in binary code). Understand how pixel images are formed and manipulate a simple image by adjusting binary values (through an unplugged activity or software). Appreciate the need for data representation techniques and how they enable all digital media.
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Chapter 4: Networks and the Internet
Description: Introduces the concept of computer networks, including how the Internet works. This is likely a new topic (not covered in Year 6), so it starts with fundamentals and uses engaging, unplugged activities to demonstrate networking concepts. Students learn how computers communicate, which lays groundwork for more advanced networking in Year 8. The approach is kept basic and avoids deep technical jargon, focusing on real-world understanding of the Internet they use daily. Subtopics include: What a network is and why we network computers (sharing information, resources). Network types: LAN vs WAN; understanding the school network vs the global Internet. Internet infrastructure: Introduction to how the internet connects networks worldwide; the role of ISPs. Data transmission: Concept of data traveling in packets across the internet, and what happens when you send an email or load a webpage (simplified step-by-step). Key components: Servers, routers, switches (basic roles), and terms like IP address and URL (what they mean in simple terms). Applied Activity: “Internet as a postal system” simulation – students play roles of computers and routers, passing packets (envelopes) with addresses to simulate how data moves from one point to another. Alternatively, a semaphore flag or messaging game to demonstrate sending messages with protocols​ teachcomputing.org . Learning Objectives: Define a computer network and give examples of networks in daily life (school network, home Wi-Fi, internet). Distinguish between the Internet (global network of networks) and the World Wide Web (services/content). Describe in simple terms how data is broken into packets and routed from a sender to a receiver across a network. Identify basic network components (router, server, etc.) and their purpose in enabling communication. Understand real-world implications of networks (e.g. speed, reliability, the need for network security, which links to the next chapter).
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Chapter 5: Cybersecurity and Online Safety
Description: Focuses on keeping information and devices secure, combining online safety taught in primary school with new cybersecurity concepts. It builds on Year 6 e-safety (such as safe passwords and stranger danger online) by introducing how and why cyber threats occur. Students learn practical ways to protect themselves and understand the basics of cybersecurity, preparing them for deeper security topics in later years (which might include more technical details in Year 9)​
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Chapter 6: Computing Ethics and Digital Citizenship
Description: Engages students with the ethical, legal, and social implications of technology. This chapter broadens their perspective beyond just using technology, building on their online safety knowledge to cover topics like digital etiquette, intellectual property, and the digital divide. It does not repeat basic rules learned in Year 6; instead it introduces new dilemmas and discussion about how computing affects society and our responsibilities as users. Real-world cases and scenarios make this topic tangible and prepare students to be thoughtful tech users in Year 8 and beyond
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Chapter 7: Algorithms and Problem Solving
Description: Now that students have a grasp of computational thinking (from Chapter 1), this chapter dives deeper into designing and understanding algorithms for tasks. It serves as a bridge between the abstract idea of an algorithm and actual coding in the next chapters. There is no repetition of the earlier algorithm content; instead, this chapter introduces more structured ways to represent algorithms (like pseudocode) and simple algorithmic problems to solve. This prepares students for formal programming by solidifying how to plan solutions logically.
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Chapter 8: Programming Fundamentals with Visual Languages
Description: Introduces programming in a visual/block-based language (such as Scratch) to build confidence with coding concepts in a beginner-friendly environment. Many students may have used Scratch in Year 6, so this chapter quickly reviews the basics without reteaching old projects, then pushes into new territory (like using more complex logic or creating larger programs). The aim is to cover core programming constructs in practice: sequences, loops, variables, and conditionals. Students engage in hands-on coding projects that make learning fun and concrete.
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Chapter 9: Introduction to Text-Based Programming
Description: This chapter transitions students from block-based coding to a text-based programming language, such as Python. It builds directly on the logic and structures learned in Scratch, showing students the equivalent in a written syntax. By starting simple and possibly using tools that make the transition easier (for example, using a beginner-friendly code editor or a hybrid block/text tool), students avoid feeling like they are starting from scratch (pun intended). This prepares them for more rigorous programming in Year 8 and 9, as required by the curriculum (using at least one textual language in KS3)​
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Chapter 10: Data Handling and Spreadsheets
Description: Shifting focus from programming, this chapter teaches data handling skills using spreadsheets – an essential aspect of computing and digital literacy. It extends students’ Year 6 experience (they might have made simple charts or tables before) by introducing more powerful features of spreadsheet software. Through practical exercises, students learn how data is organized, analyzed, and visualized, linking to real-world applications (such as basic data science or keeping records) and setting the stage for database concepts in later years.
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Chapter 11: Creative Computing Project (Digital Media and Information Literacy)
Description: This chapter allows students to apply their computing knowledge in a creative, cross-curricular project. They will plan and develop a digital product – for example, a simple web page or blog, a short video, or an interactive multimedia presentation – around a real-world cause or topic of interest. The aim is to synthesize skills from earlier chapters (graphics, text handling, ethical use of content, maybe a bit of HTML or using a website builder) and bolster their information literacy. By doing so, students see the real-world application of computing tools and practice designing for an audience​
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Chapter 12: Capstone Challenge and Review
Description: The final chapter of Year 7 is a capstone that ties all the topics together in a cumulative challenge or showcase. Students undertake a project or a set of challenges that require them to draw on multiple skills learned throughout the year – from programming and data handling to ethical thinking. This ensures a smooth progression to Year 8 by reinforcing Year 7 content and giving teachers a chance to identify areas that need review. It is also an opportunity for students to celebrate what they’ve created and learned.
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Final Exam
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Appendix
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Year 7 Computer Science
About Lesson

In today’s digital era, the sheer volume and ease of access to media—ranging from images and music to videos and written content—has transformed the way we create and share information. However, with these opportunities come significant ethical responsibilities. This chapter explores the critical concepts of copyright and Creative Commons, and discusses how to ethically use and share digital media. The aim is to empower students to create original content or appropriately utilize existing resources while respecting intellectual property rights.

Understanding Copyright in Digital Media

Copyright is a legal protection granted to creators of original works, ensuring they have exclusive rights over the reproduction, distribution, and public display of their work. In the realm of digital media, copyright plays a pivotal role by safeguarding the creative efforts of authors, artists, musicians, and developers. It ensures that their work is not used without permission, and if it is used, proper credit is given.

Key Aspects of Copyright:

  • Exclusive Rights: Copyright holders are granted exclusive rights to copy, distribute, and modify their works. This legal framework prevents unauthorized use and exploitation.

  • Duration: Copyright typically lasts for the lifetime of the creator plus an additional period (often 70 years in many jurisdictions), after which the work enters the public domain. This transition allows society to eventually build upon established knowledge without legal barriers.

  • Digital Implications: In the digital space, copyright helps control how images, music, videos, and text are shared online. For example, when a copyrighted image is posted on a blog or social media, the creator’s rights must be respected. Unauthorized reproduction or distribution can lead to legal actions, as seen in recent high-profile cases where major companies were sued for using copyrighted material without permission.

Understanding these principles is essential for anyone using digital media, as it not only protects the rights of creators but also fosters a culture of respect and fairness in content sharing.

Creative Commons: A Modern Approach to Sharing

As the internet has expanded access to creative works, traditional copyright sometimes limits the free exchange of ideas and collaboration. Creative Commons (CC) licenses offer an alternative that balances the creator’s rights with the public’s need for access. These licenses allow creators to specify how others can use their work while still receiving credit.

Overview of Creative Commons Licenses:

  • CC BY (Attribution): This license lets others distribute, remix, adapt, and build upon the work, even commercially, as long as they credit the creator.

  • CC BY-SA (Attribution-ShareAlike): Similar to CC BY, but any derivatives must be licensed under the same terms, promoting further sharing of improvements.

  • CC BY-ND (Attribution-NoDerivatives): Allows for redistribution, both commercial and non-commercial, provided the work is passed along unchanged and in whole, with credit.

  • CC BY-NC (Attribution-NonCommercial): Permits others to use and modify the work non-commercially, with proper attribution.

  • CC BY-NC-SA and CC BY-NC-ND: These licenses add further restrictions, ensuring the work is not used for commercial purposes and, in the latter case, not altered in any way.

These licenses encourage a more open and collaborative digital environment, allowing creators to share their work with clear guidelines on usage. For students, understanding Creative Commons is invaluable because it highlights the balance between sharing knowledge and protecting creative labor.

Responsible Media Use and Ethical Considerations

Using digital media responsibly is not just about following legal guidelines; it also involves ethical considerations that reflect respect for others’ work and a commitment to integrity. Responsible media use includes several key practices:

1. Proper Attribution:

When using media created by someone else—whether it’s an image, a piece of music, or a video—always give credit to the original creator. This not only honors the creator’s effort but also upholds ethical standards by ensuring transparency and honesty. For instance, if you include a photograph in a digital project, you should cite the source or include a credit line such as “Image by [Creator’s Name] via [Source].”

2. Encouraging Originality:

While it is acceptable to use resources under open licenses, there is a significant value in creating original content. Original creations contribute new ideas and perspectives, making your project unique and personal. Moreover, by generating your own media, you develop critical creative skills that are highly valued in both academic and professional settings.

3. Understanding Fair Use:

Fair use is a legal doctrine that permits limited use of copyrighted material without permission under certain conditions, such as for commentary, criticism, or educational purposes. However, fair use is often a complex and context-dependent concept. It is essential for students to learn the basics of fair use and understand its limitations to avoid unintentional infringement.

4. Respecting Copyright and Legal Restrictions:

Even when using materials under Creative Commons licenses, it is vital to adhere to the specific conditions outlined (e.g., non-commercial use, no derivatives). Misusing such resources not only violates legal requirements but also undermines the trust and collaborative spirit that Creative Commons seeks to foster.

5. Ethical Media Practices in Collaborative Projects:

In a digital project that involves group work, establishing clear guidelines for media use can prevent conflicts and ensure that all contributions are properly acknowledged. Collaboration enhances creativity, but it requires a mutual understanding of ethical standards and respectful sharing of resources.

Conclusion

Ethical use of media is a cornerstone of digital literacy. By understanding copyright and the various Creative Commons licenses, students learn how to balance their creative expression with respect for the work of others. Responsible media use—through proper attribution, fostering originality, and adherence to legal standards—ensures that digital projects are both innovative and ethically sound.

This chapter emphasizes that ethical media practices are not merely a set of rules but a fundamental part of being a responsible digital citizen. As students progress in their digital projects, the principles learned here will enable them to create content that is legally compliant, ethically robust, and respectful of the vast landscape of creative work available online.

This comprehensive look at ethical media use lays the groundwork for creating projects that are not only engaging and informative but also uphold the highest standards of digital integrity.